Antwort auf:

Actually this is wrong.



Just what I thought, thanks for clearing that up, Matt

Antwort auf:

Also, tesselation is needed for vertex lighting



Excuse me but I just have to ask... if surface tesselation is needed for good-looking dynamic lights and BSP as well, could you think of ways the q3 engine might handle these two points without tesselation? Obviously, q3 does not split large blocks into smaller polygons and, following what the ingame wireframe tells me, it doesn't do so at runtime, either. However, it does use BSP and it does use dynamic lights. Any ideas?

Last edited by The Matrix; 01/26/06 16:11.

Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?